Bleach Soul Wars (Guerra Das Almas) v2.0.0

by Zagros5000
A 2D Bleach MMORPG Sandbox! Português & English Supported In Game, discord and game updated Daily! bleach anime naruto dbz dragon ball one piece fairy tail super gintama final game fight
ID:2382055
 
Game will be going up shortly - within the hour

- All p2w edits have been removed

- quincy default melee is now reiatsu based

New Stat System:

(new) Dexterity - increases minimum damage, critical chance, avoidability(dodge) by 1, accuracy by 5,

Attack - increases normal type damage, normal-critical damage,

Reiatsu - increases reiatsu damage, reiatsu-critical damage,

Defence/Vitality - increases health by 100, reiryoku by 20, defence by 1

New Drain System (no longer percent based):
- Drains are now longer percent based making it beneficial to have higher Reiryoku numbers - vaizard mask still drains a percent based off your mask time mastery


Leveling up raises all base stats by 1 plus an additional 100 health and 50 reiryoku. You gain 8 stat points to distribute per level. Defence has been reworked to reduce damage by a percent rather than a flat number. It now works with the following formula:
DamageReduction=(1000/(1000+src.Defence)) where DamageReduction multiplies the damage you take

Dodge Chance: ((AVD/ACC)/2) + .05

Dodge Formula:
Minimum Dodge chance: 5%
Maximum dodge chance: 25%

Dodge Reduction Formula:
Upon a successful dodge chance roll, rolls an addition RNG to determine the type of dodge. No real formula, just rolls a 1-10 RNG and determines the result based off the below:

1: 10% chance for a complete dodge: 0% damage taken
2-3: 20% chance for a partial dodge : 25% damage taken
4-6: 30% chance for a glancing blow: 50% damage taken
7-10: 40% chance for an indirect hit : 75% damage taken


- Damage is now a range between min and max damage where Dexterity effects how much min damage you will deal

- New soul slot system: you can now equip a maximum of 5 souls which will give a wide vareity of boosts to your stats or give you perks such as life steal, ignite etc..


Fraccions:

You can now pick your fraccion separate from your fraccion perk: "Solitude" gives you the old fraccion 1 perk
"Age" gives you the old fraccion 2 perk
"Sacrifice" gives you the old fraccion 3 perk
"Emptiness" gives you the old fraccion 4 perk
"Despair" gives you the old fraccion 5 perk
"Destruction" gives you the old fraccion 6 perk
"Intoxication" gives you the old fraccion 7 perk
"Madness" gives you the old fraccion 8 perk
"Greed" gives you the old fraccion 9 perk
"Rage" gives you the old fraccion 10 perk

- Added a quest board to Urahara's shop and fullbringers bar. Click to open up guildboard which has a list of quests tacked on you can grab. Can grab a max of 3
- Can now abandon quests that aren't story-line related by right clicking abandon

- Added King of the Hill event to events rotation: 5 flags works like domination in Call of Duty.

- Added new guild crystal capture system in Urahara's basement. There are now 6 crystals in his basement guilds can fight over when the event starts. 2 yen,passive,exp crystals that will boost yen,passive,exp gains by 50,40,25 percent each.

Quincies now have a hard attack (G) which deals more damage and knockbacks for melee types and shoots 2 arrows instead of 1 for projectile users

New Faction System:
There are now only 3 factions: Earth, Soul Society, Hueco Mundo
- Fullbringers and Quincies are assigned to Earth (bounts will be earth when they are added)
- Shinigami are assigned to Soul Society with Vaizards given the option to join them by default. A Vaizard shinigami does not get perk benefits
- Hollows/Arrancars are assigned to Hueco Mundo with Vaizards given the option to join them by default. A Hueco Mundo Vaizard loses his ability to use Kido
Faction points are now being tracked continuously throughout the "Era" and can be viewed through an interface at the topleft of your screen:
the faction with the most points are given a 25% reduction in event shop prices + 50% bonus experience in their home turf + 25% bonus experience universally + 25% increase to Passive training
additionally we are working on an event with Factions and trying to tie it in with the Soul King - any suggestions are welcome for this. Also looking for some ideas on how to implement a raid system

- Added music across majority of events and maps
- Added Nell
- Added Askin
- Revamped Grimmjow
- Added Guilge
- Added Volcanica
- Nnoitra spin updated
- harribel, hand quincy, shinji, love on the way

- Creating a guild now costs 250,000 Yen
- Respeccing now costs 50,000 Yen and can be purchased by talking to Urahara
- A perk book reset costs 250,000 Yen and can be purchased by talking to Shinji in Urahara's Shop.

- Urahara's shop now acts as a "hub". There are senkaimon portals spread around the world that will let you teleport back to his shop. Additionally you can return to the last spot you came from by entering the Senkaimon inside his shop


New experimental exp rates and level ranges:
Weak = 1-5
Monkey Hollows = 5-10 max
Bandits = 10-14
Tree Hollows = 14-17 max
Bokusa = 17-20max
-Medium Hollow Class-

Mantis = 20- 24
Pounder=24-28

-Strong Hollow Class-

Bat Hollow = 28- 32
Spider = 32-35
tall Hollows = 35- 40
Fishbone = 40- 46
-Menos, Adjucha, and VastoClass-

Menos = 46 - 60
Adjucha = 60- 70
Vasto= 70 - 75 need aforest for them
Post Hollow Class

Sado = 75-82
Quincy Web-Bow = 82-90
Shinigami Leut = 90-100
Privaron Arrancar = 100-110


Passive Changes:
- Toughness now increases defense by 0.3% per point instead of adding damage reduction - fraccion 5 perk makes this 0.35 and being an espada with fraccion 5 perk makes this 0.4%
- Critical Chance can now only be trained to 10% the rest comes from Dexterity and perks


New Perk Book System:

Every 10 levels you unlock another Minor perk slot
Levels 30, 60, and 90 award Major perk slots.
Level 120 awards an Ultimate perk slot.
Every 2 Levels you get a perk point

Perks are Upgrade-able(Each Perk has 3 Levels)
1st Rank: 1 Perk Points
2nd Rank: 2 Perk Points
3rd Rank: 3 Perk Points
Total of 6 Perk Points to max out 1 minor Perk.
(Major perks cost 2x)
(Ultimate perks cost 5x)

Minor Perks: 27
Subsequent Strikes -Done-1
Effects:
1. Every 5 consecutive melee attacks landed upon a targeted player or NPC, causes the last hit do deal 25% bonus damage. (15 second cooldown)
2. Every 4 consecutive melee attacks landed upon a targeted player or NPC, causes the last hit do deal 25% bonus damage. (15 second cooldown)
3. Every 3 consecutive melee attacks landed upon a targeted player or NPC, causes the last hit do deal 50% bonus damage. (15 second cooldown)
Every 5/4/3 consecutive melee attacks landed upon a targeted player or NPC, causes the last hit do deal 25/25/50% bonus damage. 15second cooldown


Envenom -Done-2
Effects:
1. Upon landing any attack, Toxin the target to deal .5% of the target’s current health every second for 5 seconds. (30 second delay per target)
2. Upon landing any attack, Toxin the target to deal .5% of the target’s current health every second for 10 seconds. (30 second delay per target)
3. Upon landing any attack, Toxin the target to deal .5% of the target’s current health every second for 15 seconds. (30 second delay per target)
Add a Venom stack to the target upon dealing damage. Venom stacks last 5/10/15s and deal 0.5% of the targets health every second. 30second cooldown

Recovery -Done-3
Effects:
1. After taking damage, heal for 5% of the damage taken over 5 seconds. Taking additional damage resets the healing based off the new damage source, losing potentially healing from the last.
2. After taking damage, heal for 10% of the damage taken over 5 seconds. Taking additional damage resets the healing based off the new damage source, losing potentially healing from the last.
3. After taking damage, heal for 15% of the damage taken over 5 seconds. Taking additional damage resets the healing based off the new damage source, losing potentially healing from the last.
5/10/15% of damage taken is returned to you over 5 seconds. Taking additional damage resets the healing based off the new damage source.

Bloodletting -Done-4
Effects:
1. Upon landing any attack, Rends the target for 5 seconds; while bleeding the target stops passively healing health and receives 50% healing from all other sources. (30 second delay per target)
2. Upon landing any attack, Rends the target for 10 seconds; while bleeding the target stops passively healing health and receives 50% healing from all other sources. (30 second delay per target)
3. Upon landing any attack, Rends the target for 15 seconds; while bleeding the target stops passively healing health and receives 50% healing from all other sources. (30 second delay per target)
Rends the target for 5/10/15 seconds upon dealing damage. While Rended the target heals half as much from all sources, including passive regeneration.

Fracture -Done-5
Effects:
1. Upon dealing damage to a targeted player or NPC, Sunder the target’s Defense by .5% per stack, up to 10 stacks, for 30 seconds. Each additional stack applied adds 5 seconds to the timer but cannot go above 30 seconds. (AoE and DoT attacks can only apply 1 stack every 10 seconds)
2. Upon dealing damage to a targeted player or NPC, Sunder the target’s Defense by .75% per stack, up to 10 stacks, for 30 seconds. Each additional stack applied adds 5 seconds to the timer but cannot go above 30 seconds. (AoE and DoT attacks can only apply 1 stack every 10 seconds)
3. Upon dealing damage to a targeted player or NPC, Sunder the target’s Defense by 1% per stack, up to 10 stacks, for 30 seconds. Each additional stack applied adds 5 seconds to the timer but cannot go above 30 seconds. (AoE and DoT attacks can only apply 1 stack every 10 seconds)


Add a stack which Sunders defence by 0.5/0.75/1% per stack every time you deal damage. Max of 10 stacks with a max time applied of 30s. 5s time applied is added per stack.

Leg Slice -Done-6
Effects:
1. Upon landing a back hit, Cripple the target for 2 second and deal 25% extra damage. (30 second cooldown)
2. Upon landing a back hit, Cripple the target for 2 second and deal 50% extra damage. (30 second cooldown)
3. Upon landing a back hit, Cripple the target for 3 second and deal 50% extra damage. (30 second cooldown)


Cripple target for 2/2/3 seconds and deal 25/50/50% extra damage upon landing a back hit. 10 second cooldown - 30 second seems way too long

Cleave -Done-7
Effects:
1. Causes your G attacks to deal 20% damage to all enemies adjacent to your target.
2. Causes your G attacks to deal 40% damage to all enemies adjacent to your target.
3. Causes your G attacks to deal 60% damage to all enemies adjacent to your target.

Lucky Find -Done-8
Effects:
1. Upon killing a NPC or Player, have a 5% chance to gain 150% reward on Experience or Kill Points.
2. Upon killing a NPC or Player, have a 5% chance to gain 200% reward on Experience or Kill Points.
3. Upon killing a NPC or Player, have a 10% chance to gain 200% reward on Experience or Kill Points.

Surge -Done-9
Effects:
1. Upon using an ability that costs Reiryoku, have a 5% chance to increase Reiryoku regeneration by 100% for 5 seconds. (30 second cooldown)
2. Upon using an ability that costs Reiryoku, have a 10% chance to increase Reiryoku regeneration by 100% for 5 seconds. (30 second cooldown)
3. Upon using an ability that costs Reiryoku, have a 15% chance to increase Reiryoku regeneration by 100% for 5 seconds. (30 second cooldown)

Free Shot -Done-10
Effects:
1. Every 30 seconds, the next ability you use that would cost Reiryoku instead costs 50%.
2. Every 30 seconds, the next ability you use that would cost Reiryoku instead costs 25%.
3. Every 30 seconds, the next ability you use that would cost Reiryoku instead costs 0%.

Flash Echo -Done-11
Effects:
1. When someone Flash steps with 2 tiles of you, have a 5% chance to Flash Step away from them. (30 second cooldown)
2. When someone Flash steps with 2 tiles of you, have a 10% chance to Flash Step away from them. (30 second cooldown)
3. When someone Flash steps with 3 tiles of you, have a 10% chance to Flash Step away from them. (30 second cooldown)


Seething Hatred -Done-12
Effects:
1. Upon selecting this perk you will choose a Faction. You will gain .25% bonus damage to all members of this Faction per 5 character levels you possess.
2. Upon selecting this perk you will choose a Faction. You will gain .5% bonus damage to all members of this Faction per 5 character levels you possess.
3. Upon selecting this perk you will choose a Faction. You will gain .75% bonus damage to all members of this Faction per 5 character levels you possess.

Momentum -Done-13
Effects:
1. After not dealing or receiving damage for 30 seconds, gain 1 steps of movement speed until dealing or receiving damage.
2. After not dealing or receiving damage for 30 seconds, gain 2 step of movement speed until dealing or receiving damage.
3. After not dealing or receiving damage for 30 seconds, gain 3 steps of movement speed until dealing or receiving damage.
Can’t have decimals with current movement - zag

Fake Out -Done(Kaizen)-14
Effects:
1. Upon successfully Dodging an attack, create a clone with 1 Health that lasts 1 second and runs at your target or the nearest enemy but deals no damage and become invisible and untargetable for 1 second. Invisibility is automatically ended if the clone dies or you deal or receive any damage. (30 second cooldown)
2. Upon successfully Dodging an attack, create a clone with 1 Health that lasts 2 second and runs at your target or the nearest enemy but deals no damage and become invisible and untargetable for 2 second. Invisibility is automatically ended if the clone dies or you deal or receive any damage. (30 second cooldown)
3. Upon successfully Dodging an attack, create a clone with 1 Health that lasts 3 second and runs at your target or the nearest enemy but deals no damage and become invisible and untargetable for 3 second. Invisibility is automatically ended if the clone dies or you deal or receive any damage. (30 second cooldown)



Upon successfully dodging an attack turn invisible and create a clone that runs at target and lasts 1/2/3 seconds. 30 second cooldown






Empower -Done(Kaizen)-15
Effects:
1. Upon selecting this perk, choose 1 of the 4 Core stats, that stat receives a 4% boost.
2. Upon selecting this perk, choose 1 of the 4 Core stats, that stat receives a 8% boost.
3. Upon selecting this perk, choose 1 of the 4 Core stats, that stat receives a 12% boost.

Brilliance -Done(Kaizen)-16
Effects:
1. +10% Experience
2. +20% Experience
3. +30% Experience

Toughness -Done-17
Effects:
1. +5% Defence
2. +10% Defence
3. +20% Defence

Combat Training -Done(Kaizen)-18
Effects:
1. 5% bonus damage with Normal type attacks
2. 10% bonus damage with Normal type attacks
3. 15% bonus damage with Normal type attacks

Precision Training -Done(Kaizen)- 19
Effects:
1. 5% bonus damage with Precision type attacks
2. 10% bonus damage with Precision type attacks
3. 15% bonus damage with Precision type attacks

Reiatsu Training -Done(Kaizen) - 20
Effects:
1. 5% bonus damage with Reiatsu type attacks
2. 10% bonus damage with Reiatsu type attacks
3. 15% bonus damage with Reiatsu type attacks

Regeneration -Done(Kaizen) - 21
Effects:
1. 5% bonus health regeneration
2. 10% bonus health regeneration
3. 15% bonus health regeneration

Inner Spirit -Done(Kaizen)-22
Effects:
1. 5% bonus reiryoku regeneration
2. 10% bonus reiryoku regeneration
3. 15% bonus reiryoku regeneration

Health Pool -Done(Kaizen)-23
Effects:
1. +5% maximum health
2. +10% maximum health
3. +15% maximum health

Energy Pool -Done(Kaizen)
Effects:
1. +5% maximum reiryoku
2. +10% maximum reiryoku
3. +15% maximum reiryoku

Critical Damage Mastery -Done(Kaizen)
Effects:
1. 10% bonus to critical damage
2. 20% bonus to critical damage
3. 30% bonus to critical damage

Critical Chance Mastery -Done
Effects:
1. +5% critical chance
2. +7.5% critical chance
3. +10% critical chance

Dodge Chance Mastery -Done
Effects:
1. +5% dodge chance
2. +7.5% dodge chance
3. +10% dodge chance

Major Perks: 10
Flash Pressure -Done
Effects:
1. Upon using Flash Step, create a 3 tile area of effect around you Slows by 10% and Grounds any enemies inside the area and lasts for 5 seconds. (1 minute cooldown)
2. Upon using Flash Step, create a 4 tile area of effect around you Slows by 20% and Grounds any enemies inside the area and lasts for 5 seconds. (1 minute cooldown)
3. Upon using Flash Step, create a 5 tile area of effect around you Slows by 30% and Grounds any enemies inside the area and lasts for 5 seconds. (1 minute cooldown)


Last Grasp -Done
Effects:
1. Upon being struck by an attack that brings you below 10% Health, create a 5 tile area of effect around you that Slows by 10% and Grounds any enemy inside the area and lasts for 5 seconds. (3 minute cooldown)
2. Upon being struck by an attack that brings you below 10% Health, create a 7 tile area of effect around you that Slows by 20% and Grounds any enemy inside the area and lasts for 5 seconds. (3 minute cooldown)
3. Upon being struck by an attack that brings you below 10% Health, create a 9 tile area of effect around you that Slows by 30% and Grounds any enemy inside the area and lasts for 5 seconds. (3 minute cooldown)

Make a Stand -Done
Effects:
1. Upon activating your Final Release, create a 3 tile area of effect around you that Slows by 10% and Grounds any enemy inside the area and lasts for 5 seconds. (3 minute cooldown)
2. Upon activating your Final Release, create a 5 tile area of effect around you that Slows by 20% and Grounds any enemy inside the area and lasts for 5 seconds. (3 minute cooldown)
3. Upon activating your Final Release, create a 7 tile area of effect around you that Slows by 30% and Grounds any enemy inside the area and lasts for 5 seconds. (3 minute cooldown)


Flurry Strikes -Done
Effects:
1. After landing a melee attack on a target, all subsequent attacks on the same target give you stacks of Flurry, up to 4. For every 2 stacks of Flurry, reduce your melee attack delay by .1 seconds. Not attacking the target for 15 seconds, attacking a different target, or the target dying removes all attack speed bonuses.
2. After landing a melee attack on a target, all subsequent attacks on the same target give you stacks of Flurry, up to 6. For every 2 stacks of Flurry, reduce your melee attack delay by .1 seconds. Not attacking the target for 15 seconds, attacking a different target, or the target dying removes all attack speed bonuses.
3. After landing a melee attack on a target, all subsequent attacks on the same target give you stacks of Flurry, up to 8. For every 2 stacks of Flurry, reduce your melee attack delay by .1 seconds. Not attacking the target for 15 seconds, attacking a different target, or the target dying removes all attack speed bonuses.

After landing a melee attack on a target, all subsequent attacks on the same target give you stacks of Flurry, up to 4/6/8. For every 2 stacks of Flurry, reduce your melee attack delay by .1 seconds. Not attacking the target for 15 seconds, attacking a different target, or the target dying removes all attack speed bonuses.



Evasion -Done
Effects:
1. When an attack that strikes you would bring you below 25% Health, you have a 10% chance to trigger a successful Dodge automatically and then Flash Step to a random nearby location. (1 minute cooldown)
2. When an attack that strikes you would bring you below 25% Health, you have a 25% chance to trigger a successful Dodge automatically and then Flash Step to a random nearby location. (1 minute cooldown)
3. When an attack that strikes you would bring you below 25% Health, you have a 50% chance to trigger a successful Dodge automatically and then Flash Step to a random nearby location. (1 minute cooldown)


Flash Clone -Done
Effects:
1. While in combat, having taken or received damage in the last 30 seconds, when you use Flash Step, you create a clone with 1 Health that lasts 1 second and runs at your target or the nearest enemy but deals no damage and become invisible and untargetable for 1 second. Invisibility is automatically ended if the clone dies or you deal or receive any damage. (2 minute cooldown)
2. While in combat, having taken or received damage in the last 30 seconds, when you use Flash Step, you create a clone with 1 Health that lasts 3 second and runs at your target or the nearest enemy but deals no damage and become invisible and untargetable for 3 second. Invisibility is automatically ended if the clone dies or you deal or receive any damage. (2 minute cooldown)
3. While in combat, having taken or received damage in the last 30 seconds, when you use Flash Step, you create a clone with 1 Health that lasts 4 second and runs at your target or the nearest enemy but deals no damage and become invisible and untargetable for 4 second. Invisibility is automatically ended if the clone dies or you deal or receive any damage. (2 minute cooldown)

Ignite -Done
Effects:
1. Attacks and abilities apply a stack of Burn on the target; 5 stacks maximum. Burn causes the target to take .1% of their current Health as damage every 5 second for 15 seconds. The delay before a new stack of Burn can be applied is 5 seconds after the previous is applied and applying a new stack adds 10 seconds to the duration to a maximum of 15 seconds; all stacks are removed if the duration runs out. If maximum stacks are achieved, a Hard Burn stack replaces all Burn stacks, dealing .5% maximum Health every 5 seconds over 30 seconds. No new stacks of Burn can be applied to a target during the duration of Hard Burn.
2. Attacks and abilities apply a stack of Burn on the target; 5 stacks maximum. Burn causes the target to take .2% of their current Health as damage every 5 second for 15 seconds. The delay before a new stack of Burn can be applied is 5 seconds after the previous is applied and applying a new stack adds 10 seconds to the duration to a maximum of 15 seconds; all stacks are removed if the duration runs out. If maximum stacks are achieved, a Hard Burn stack replaces all Burn stacks, dealing 1% maximum Health every 5 seconds over 30 seconds. No new stacks of Burn can be applied to a target during the duration of Hard Burn.
3. Attacks and abilities apply a stack of Burn on the target; 5 stacks maximum. Burn causes the target to take .3% of their current Health as damage every 5 second for 15 seconds. The delay before a new stack of Burn can be applied is 5 seconds after the previous is applied and applying a new stack adds 10 seconds to the duration to a maximum of 15 seconds; all stacks are removed if the duration runs out. If maximum stacks are achieved, a Hard Burn stack replaces all Burn stacks, dealing 1.5% maximum Health every 5 seconds over 30 seconds. No new stacks of Burn can be applied to a target during the duration of Hard Burn.

Shock -Done
Effects:
1. Upon dealing damage to a target, 5% chance to Silence the target for 5 seconds. (30 second cooldown per target)
2. Upon dealing damage to a target, 10% chance to Silence the target for 5 seconds. (30 second cooldown per target)
3. Upon dealing damage to a target, 25% chance to Silence the target for 5 seconds. (30 second cooldown per target)

Chill -Done
Effects:
1. Upon dealing damage to a target, 5% chance to Slow the target for 5 seconds. (30 second cooldown per target)
2. Upon dealing damage to a target, 10% chance to Slow the target for 5 seconds. (30 second cooldown per target)
3. Upon dealing damage to a target, 25% chance to Slow the target for 5 seconds. (30 second cooldown per target)

Vampiric Aura -Done
Effects:
1. Attacks and abilities apply stacks of Bloody to a target; 5 stacks maximum. Bloody my be applied on up to 5 different enemies at once. Stacks of Bloody last a maximum of 15 seconds and you may apply a stack of Bloody to a target once every 5 seconds. Additionally, every time a stack of Bloody is applied to an already Bloody target, the duration is extended by 5 seconds to a maximum of 15 seconds. Once a target has maximum stacks of Bloody, no more can be applied until the duration runs out. You heal for .1% of your missing Health every 5 seconds per stack of your Bloody applied to any and all enemies with view.
2. Attacks and abilities apply stacks of Bloody to a target; 5 stacks maximum. Bloody my be applied on up to 5 different enemies at once. Stacks of Bloody last a maximum of 15 seconds and you may apply a stack of Bloody to a target once every 5 seconds. Additionally, every time a stack of Bloody is applied to an already Bloody target, the duration is extended by 5 seconds to a maximum of 15 seconds. Once a target has maximum stacks of Bloody, no more can be applied until the duration runs out. You heal for .2% of your missing Health every 5 seconds per stack of your Bloody applied to any and all enemies with view.
3. Attacks and abilities apply stacks of Bloody to a target; 5 stacks maximum. Bloody my be applied on up to 5 different enemies at once. Stacks of Bloody last a maximum of 15 seconds and you may apply a stack of Bloody to a target once every 5 seconds. Additionally, every time a stack of Bloody is applied to an already Bloody target, the duration is extended by 5 seconds to a maximum of 15 seconds. Once a target has maximum stacks of Bloody, no more can be applied until the duration runs out. You heal for .3% of your missing Health every 5 seconds per stack of your Bloody applied to any and all enemies with view.

Attacks apply stacks of Bloody; up to 5. Bloody may be applied on up to 5 enemies at once. Stacks of Bloody last 15 seconds and a new stack may be applied every 5 seconds. When a stack of Bloody is applied to a Bloody target, the duration is refreshed to 15 seconds. Once a target has 5 stacks, no more can be applied until the duration runs out. You heal for .1%/.2%/.3% of your missing Health every 5 seconds per stack of your Bloody applied to any and all enemies with view.

(Assuming the SW game window is set to standard 15/15 Byond 32 pixel tiles, within view is 8 tiles or 256 pixels; if you’d like to change it from within view to global, that’s fine, too)

Ultimate Perks: 5
Berserker’s Rage -Done
Effects:
1. Upon dropping below 75% Health, you gain 15% increased overall damage but lose 15% Defense.
2. Additional to the previous rank of this perk, upon dropping below 50% Health, you gain 30% increased overall damage but lose 30% Defense.
3. Additional to the previous ranks of this perk, upon dropping below 25% Health, you gain 45% increased overall damage but lose 45% Defense.

Stand Behind Me -Done
Effects:
1. As long as you are above 70% Health, you absorb 20% of all damage dealt to any allies within 9 tiles of you, this damage ignores half of your Defense.
2. As long as you are above 60% Health, you absorb 30% of all damage dealt to any allies within 12 tiles of you, this damage ignores half of your Defense.
3. As long as you are above 50% Health, you absorb 40% of all damage dealt to any allies within 15 tiles of you, this damage ignores half of your Defense.

Breath of Life -Done
Effects:
1. Allies within 9 tiles of you heal for 3% of their maximum Health every 15 seconds. You only benefit from half of this effect.
2. Allies within 12 tiles of you heal for 6% of their maximum Health every 15 seconds. You only benefit from half of this effect.
3. Allies within 15 tiles of you heal for 9% of their maximum Health every 15 seconds. You only benefit from half of this effect.

Life Infusion -Done
Effects:
1. Whenever you take damage, any allies within 9 tiles of you are healed for 10% of the damage you take. This healing is spread out evenly among multiple allies.
2. Whenever you take damage, any allies within 12 tiles of you are healed for 15% of the damage you take. This healing is spread out evenly among multiple allies.
3. Whenever you take damage, any allies within 15 tiles of you are healed for 20% of the damage you take. This healing is spread out evenly among multiple allies.


Hellfire -Done
Effects:
1. Upon an ability dealing damage, cause an explosion where it struck which deals 5% current Health damage in an 2 tile area around the explosion. (1 minute cooldown)
2. Upon an ability dealing damage, cause an explosion where it struck which deals 5% current Health damage in an 3 tile area around the explosion. (1 minute cooldown)
3. Upon an ability dealing damage, cause an explosion where it struck which deals 10% current Health damage in an 3 tile area around the explosion. (1 minute cooldown)


Not implemented yet but currently being worked on:

- Hell - all five layers are mapped just waiting for some NPCs
- Rebirth System - is going to be tied in with Hell and lets you reset your characters level and race - offers many benefits such as a special rebirth Gem, and increased stat gains per level
- Hougyoku/Charge event - will work similiar to how we made it in BWWA
- Squad 0 and Soul King ranks - Soul King Palace
- various zans/resses/volstandigs/fbs
- Bounts

Not yet worked on but planned for later:
- Guild house creating
- Guild house raids


i'm sure i'm missing a lot but i'll leave the post at this